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Shinkansen

Pirates

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Long time ago I had this idea to make some Pirates to plunder the coasts of Everon and other Islands...

piratkg9.jpg

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Yes a sword fight script would be cool, but for the beginning some ships and cannons. Ships are retextured ships originaly made by SPAD.

pirat2aa7.jpg

pirat1dp0.jpg

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I hope you're making a Black Pearl biggrin_o.gif

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Black Pearl is a nice idea, also there are no real pics available. If someone have please feel free to contact me.

pirat3dh3.jpg

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Sword fighting script?

Look at what Philcommando made some time ago with his barbarians, its the best swordfighting possible in OFP smile_o.gif

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I like where this is headed, you've done a very nice job on the models so far for both the Pirates and the Ships.

As for the sword animation, it could always be modified to look more realistic (more horizontal movement or a diagonal movement).

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Flintlock pistols. Combine that with CWMOD (muskets, smoke, anims etc), Napoleonic Mod (everyone's favourite enemy, the English + swords) and the updated version of PC:s pirates (ships, cannons 'n stuff) and we have some good stuff.

But yeah, looks great!

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Flintlock pistols. Combine that with CWMOD (muskets, smoke, anims etc), Napoleonic Mod (everyone's favourite enemy, the English + swords) and the updated version of PC:s pirates (ships, cannons 'n stuff) and we have some good stuff.

But yeah, looks great!

And the swordfighting from PCs barbarians! Pirates have sword! wink_o.gif

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I'd use the sword fighting style from Napoleonic mod if I where you, PC barbarian scripts don't really work for Player Characters! crazy_o.gif

(unless it's one of those sword/pistols! crazy_o.gif )

EDIT: Remeber, Pillage, then Burn

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I'd use the sword fighting style from Napoleonic mod if I where you, PC barbarian scripts don't really work for Player Characters!  crazy_o.gif

(unless it's one of those sword/pistols!  crazy_o.gif )

Its 100% AI compitable and therefore the best IMO, shame the PC made some small errors (dispersion which made you miss when you actually hit someone, and your sword could run out of 'ammo', but both are easily fixable)  smile_o.gif

EDIT: Oh, and you could run around while still hacking at stuff, which was fun biggrin_o.gif

But now i think about it, you could make AI units using PCs method, and different player units so that the player can use another type of swordfighting so he doesnt have a sword glued to his hand tounge2.gif

IMO PC always had the greadest ideas and the most original addons, shame that he didnt spend enough time on them so they looked a bit 'rushed'.  smile_o.gif

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And now a caribian Island and Pirates weapons, so i will make a Pirate misson! biggrin_o.gif

It's not a joke!

Keep it up

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@ofpforum

Do you want to implement this? I can send you the models of the pirates if you wish.

@Imutep

I am looking forward for it. If I remember right PC had some weapons in his Addon.

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@ofpforum

Do you want to implement this? I can send you the models of the pirates if you wish.

i want to give it a try, but AFAIK PC used hiddenselections on the unit for the attack animation, and im a very bad moddeler and i dont know anything about hidden selections so i cant do that part wink_o.gif

I may be able to do the config part but ill leave friday for vacation and i wont be back before 14 august (so it wouldnt get past alpha stage before that wink_o.gif ) . You might want to contact Philcommando for permission, but i dont know if hes still checking his PM as i havent seem him in a while, and it seems that he keeps his mail private. smile_o.gif

EDIT: Everything looks great BTW  biggrin_o.gif

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PC:s swordfighting had two very bad things in them.

1) You could not remove your sword, it was in the model

2) Player could hit people at a distance with his sword.

I say Napoleonic mod's swordfighting.

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PC:s swordfighting had two very bad things in them.

1) You could not remove your sword, it was in the model

2) Player could hit people at a distance with his sword.

I say Napoleonic mod's swordfighting.

1) Thats why i was talking about AI units and player units

the 'AI units' could have the sword attached to the model, while the 'player units' wont (they could use nap-mods method).

(And i might know a better workaround, he could make that attached sword also a hiddenselection, and only enable it when the unit has a sword (small script that detects the weapon), but only if thats possible ofcourse, damn my limited knowledge about hiddenselections tounge2.gif )

2) Fixable in the config

EDIT: Now i cant really remember nap-mods swordfighting, but wasnt it just strokefisting eachother with a weapon in your hand? Did it work with the AI? (if so, it might the be easiest/best solution, not very fun though)  smile_o.gif

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In Napoleonic Mod, from what I remember the sword/saber was held in both hands and the motion was like a thrust or jab into the enemy.

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With some anims and Fwatch you could probably make miracles with the swordfighting...

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Nice models, Shinkansen.

Oh, and about that PM: it's a negative, we never had galleons, mate. Sorry. I don't think you'd need them though, ur ships look cool. smile_o.gif

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I don't want to spoil the fun, but shouldn't you make a good script first and then the units... else they would be quite... usless ingame confused_o.gif ...

Anyway best of luck with your project smile_o.gif

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I don't want to spoil the fun, but shouldn't you make a good script first and then the units... else they would be quite... usless ingame  confused_o.gif ...

Anyway best of luck with your project  smile_o.gif

Theyd need the units first to actually know if the script works first, rather than editing a different unit from what they are going to use smile_o.gif

Wildo

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